I am sorry to hear you fail to understand the concept of early-access, which in the case of Quake Champions has never been to attract phenomenal masses but to perfect the game before marketing it to a broader public.

This is a quote from the link in the OP. As stinging a criticism as this is from a fairly prominent player in the esports industry - towards which the game is nominally aimed - it is fully justified and in fact an understatement.

Whichever way id software goes with this it will be interesting to see them justify their decision. There's going to have to be some fessing up at Quakecon, even if they try to sweep it under the rug. But then again maybe no one even gives a crap at this stage. I wonder how many people there are now even listening to what Tim Willits says. His body language makes pretty clear that he does not believe what he is saying.

Sabre is doing the best they can with what they've been given (Quake). Sadly, now that Tim is focusing his directorship skills on Rage 2, I fear that Quake Champions will be Quake Champions, and that's a good thing.

sadly ql does feel like a better game still, even though qc is not bad there is just something odd about it that i don't understand what it is but it feels very sloppy compared to ql. i think technically even q4 feels better as a game than qc.

i did get a better rig in 2007 but before that i couldn't play id tech 4 engine games at all as it required at least gf8800 to be smooth at high res. i think doom 3 did require much better horsepower than most other games at the time including hl2.

idk for me it was unplayable my store bought pc could only fit geforce 6200 and it was bought in 2003 a year or two before doom 3 hit shelves. i also had a laptop that cost really lots of money in 2003 and it couldn't handle doom 3 even without bump maps and shadows.

Ql balance is based on cpma cq3, a special snowflake ruleset for people who wanted to play "more tactical" duel. It kinda worked back then, but it made ql duel a snoozefest, especially when you add that broken ass hitreg, which made every pro get rid of their accel and divide their q3 sensitivity by 10 to make the game recognize an lg lock. And let's not forget the endless ammo for some nice spam.

Watch a couple of eswc 2008 games. Every player has his unique style, which is something that made the competitions so much more interesting. Then compare that to ql's +back unistyle.

a few additional functions / cvars

I'll be happy to trade r_bloom and acceloffset for gtv and nomip any day.

VQ3 stair physics suck

You can learn to hop the stairs in q3, but you cant teach your sg to stop hitting thin air in ql.

80 dmg rg OP in duel? Then what 100 dmg rg would be?

100 rail damage wasnt a problem in the past. OSP had tiny hitboxes, cpma vq3 was played in a much higher tempo and based around damage output.

None of those is the real fault of QL vs Q3. The real one is the coddled spawn system where you take 50% damage for the first second after spawning and spawn position being determined at the moment the spawnee clicks M1 vs the moment he died. Couple that with the 10 min timelimit and you get the only quake iteration where AEROWALK is a +back map.

Or maybe, just MAYBE, most of the QL players are in their late 20's, or even 30's, and they have a life going on with work and family, so their amount of free time considerably decreased in the last few years and given the fact that the game is a hardcore arena shooter, practically zero newbies trying it out - or even if they do, they get mercilessly destroyed and are going back to their spoiling console shooters after a few matches instead.

Never understood this QL griefing. Sure, the game have some (not too notorious) flaws, had some retarded updates (most of them got reversed though), but the core remained untouched. If people would play instead of reminiscing or complaining here, we would have a few hundred more people in the playerbase, which would already mean slightly more crowded pubs and slightly more participants in cups, drafts and leagues.

That's absolute bullshit. You know full well that QL turned Q3 into a tactical lg, team ffa fuckfest. It also created a whole generation of new players obsessed with nothing except CA.

QL was absolute garbage and the number of remaining players on here and elsewhere attests to that. I would tell you to take off the rose-tinted glasses but I see by your registration date that you have nothing to compare QL to. The death of Quake came to pass a long time ago.

Lingering around ESR since 2006. Not that it matters. Playing Quakes since late '96 with some breaks here and there, played all iterations (including DeFRaG), have about ~7500-8000 hours in the franchise, half of it QL.

- I don't think that's so bad
- server settings
- I don't see this as a bad thing, maybe even customizable in server settings, I'm not sure
- tiered hitsounds is good, but you can still use the old, or even the cpma one
- so as damage numbers (you can estimate enemy stack much easier, but still), if you don't like it, turn it off
- server settings

- less skill to get to certain places at the map
- less skill to get a wespon
- less skill to manage ammo
- less skill to know how much damage you did
- less skill to know how much damage you did
- less possibilities to win therefor less skill

1. i do like the QL engine to 100% and QL improved stuff. Recite it if you like
2. the QL rule set is ok for me, still sometimes i wonder if it was not better without dump down
3. its not about personal taste, its about the fact of dumped down
4. no i will not disable options that give me an advantage
5. server setings do not work as the mainstream only follows the standard

While it's easier to do certain jumps, you still need solid fundamentals in terms of movement skill. I think it even made the game a tiny bit more accessible - mind you, I played a shitton of VQ3, DeFRaG as well, so I wasn't in any need of it, but welcomed the change anyways, mainly because of the updated VQL stair physics.

The server settings-related stuff: everybody seems to care about pub only, but subcommunities have their own rulesets (for example TDM has 30 s weapon respawn, 4 dmg mg etc.), even on centralized platforms like Steam or like QL launcher before that. One of the very strong points of the game is that you can basically customize anything, not just on client side.

Imo tiered hitsounds and damageplums are parts of the right evolution of the game itself. You have to look it from an eSporty perspective; one of the reasons is the easier casting, the caster knowing precisely how much damage a player just did. It's also easier on the players, but instead of rough guesses, they have to add up numbers in their heads now. Now if we would have GTV as well..

The only downsides of QL for me are some changes in map geometries, removed ledges and stuff and the absence of nomip plasma and rockets. Also, PQL is lackluster compared to CPM, but since I barely play it ever, it's totally not a deal-breaker in my eyes.

its always more accessible vs more skillful. it depends on the goal if either one is good or bad. i that i play a non mainstream game obv prefer more skillful. i do not care about accessibility at all. i want more skillful.

Increased jump height was introduced either by the Q3 OSP mod, or a regular Q3 update, I don't remember which. Afterwards you could jump much higher and further if you used the magic command "com_maxfps 120" (or a number close/multiple to that).

But QL upped the MG damage to almost infinity, from former 4dmg per bullet in tdm. THAT seriously sucked.

I remember another tragedy to this day though, how OSP introduced force enemymodels. It plain ruined tactical TDM. Afterwards you could use an enemymodel with different footsteps and very cheaply know every time if an enemy or friend was coming around a corner.
They also created a precedent which would be used in all Quake iterations onwards.